Dominance War II: ChrRambow


#41

An again this lunchbreak update … i’ve realigned the whole UVWs again … because i did not thought about asymmetrical details.

I’ve also worked on the facial texture … i merged and overpaint serveral photos
(forehead area) and painted the beard to archive my desired result.
I am not 100% happy with the face and the area around the neck needs some work.


#42

Well, let me say that the face is fantastic! This push me to improve the face of my model!


#43

Thank you :slight_smile: … Yes faces are important to catch personality.
Most texturing time has gone into the face area for now.

Two shots from the actual progress.


#44

once again: fantastic texturing work!


#45

Hey, no fair, you not allowed to texture that good…
Brilliant work mate. Looks top notch even without a normal map…
Whats crazybump?


#46

Thank you guys … the actual state just got a color texture channel and the
same texture in the luminance channel to avoid too dark parts and faking
GI and translucency.

I try to paint the secondary lighting (bright point speculars / ambient occlusion and translucency directly into the textures)

I got attention to crazybump in this thread:
http://boards.polycount.net/showflat.php?Cat=0&Number=148897&an=&page=0

It’s like this nvidia normalmap generator plugin for photoshop … just better imho :slight_smile:
You can import your bumpmaps or textures and analyze it for 3d shapes and fine
details to convert it into a normalmap.


#47

Crazy bump is a normal map generator that takes in image data. Apparently really good especially when converting from photos, and much better than the nvidia normal plugin for ps.

Most of the information about it can be found on polycount:
http://boards.polycount.net/showflat.php?Cat=0&Number=148897&an=&page=0


#48

Wow love your rendered pieces (its rendered right?)! It’s looking really good now. One thing is rather odd though, the tubes that connects from chest plate to neck, it seems to come out of nowhere and connec at no where. Maybe you can throw a a chainmail covering that piece, like its leading somewhere into the character’s head for example.


#49

hey Christian,

Please, Could you tell me how many texture maps (and what kind) you are going to use?
Thanks!


#50

@Yung: Tank you … yes it’s rendered because Cinema4D do not got the ability to show
realtime shaders.

I agree with the Tubes and they should connect them with the helmet,
so they disappear when the helmet is off. I will paint the tube connection
on the armor.

@Marco: I’ve used just one 2048 x 2048 piece of Texture in the color channel and a slightly modified one in the luminance channel. Later i will use one Color, one colored diffuse,
one specular, bumpmap, and one environment/reflection map.

Hope it helps you a littlebit.


#51

Thanks Christian! Useful info!


#52

I’m liking the textures. Very nice. I agree with the tube thing though.


#53

Working on the armor Texture and set him in pose for the winning shot.

Now i need to finish him in a few hours during next days after work,
because next weekend i do not got the time to work on him. :frowning:

Any critique is welcome.

Good luck to you all.

I am really enjoy working on this topic … i’ve learned a lot about texturing
and got a new model for the demoreel :wink:


#54

Just another update before i go to sleep … ZzZzzz…

Good night guys and girls… :wink:


#55

He looks really clean and very easy to read. He’s a solid character.


#56

great pose! Could you please post the images of all the UV map used?

Thanks!


#57

The shot just uses the color channel and the same color texture in the diffuse channel … and a blurred environment map.

I will do the Refmap, bump and Luminance / translucent map after i’ve finished the color texture.


#58

Just want to show the progress from tonight … and now i really need some sleep. :eek:

And for Marco some shots of the used texture sheets so far :slight_smile: … just the bumpmap needs to be done… and maybe some details on the serveral maps.

Good night! zzzZZ


#59

Hmm now that you seems to be finished, I noticed that the chain-sword seems to be lacking in details, texture wise. Try to bring it to the level of the character itself, but otherwise good work! No more further crit!


#60

I am finished all texturing work yesterday evening… made some small changes on the foot-armor (a little bit darker) and the reflection map. The chainsword got a more detailed
texture now.

In this last shot it was just “blocked” out parts.

I will post my final work on friday or tomorrow.

A rought scene for the “beautyshot”. do not worry about render quality
it’s just to show some progress.

Any ideas on the beautyshot and any critique is highly apprechiated.